I'm currently trying to generate a path along an array of points(Vector3)
This is the result i'm currently getting
The dark gray points are the given path
The red points are the generated verticies
...

I'm rendering a height map using shader-based OpenGL (3.3 to be precise). The height map data is from a grayscale bitmap (2D array of bytes). The dimension of the bitmap is 256 x 256.
With this data, ...

I found you can create unique building sizes with perspective with six tiles using parallel projection, whose angles are always 45 degrees... this allows you to connect to the next tile without issue:
...

Given a map of vertices {(x1,y1), (x2,y2), ... (xn,yn)}, how can I generate a 2D triangular mesh covering all vertices, and where the area of all triangles completely covers the map?
The triangular ...

I am trying to create a game in Pygame, with Python 3, and am trying to figure out an algorithm that will tell me which direction a rectangle is colliding with a rectangle, so that I can push it back ...

I'm working on a software rasterizer to use in my project. I have implemented one that works well, however, often my rasterizer under or over estimates triangle coverage. I need perfect emulation of ...

I have two triangles in 3d space which share 1 edge and I would like to determine if the angle between their normal vectors is "uphill" or "downhill". In other words, if you set one flat, would the ...

I want to calculate the two points of a 3D triangle that have a specified Z coordinate. I guess the way to do this would be to somehow create a plane which is perfectly flat with my given Z coordinate ...

Let's assume I want to draw several separated (possibly textured) quads in Direct3D 9, each consisting of two triangles:
How should I draw these for maximum performance, i.e. which of the following ...

My triangle strip based lines are disappearing intermittently when I rotate my camera around the X axis.
I was advised that this is due to aliasing issues and that "At a certain angle when its edge ...

I am working at a game that has lots of procedural content. I had built a game engine using OpenGL that handles everything needed for creating a basic 2D game, sprites, primitives, blending, polygons ...

I'm implementing a software renderer with this rasterization method, however, I was wondering if there is a possibility to improve it, or if there exists an alternative technique that is much faster. ...

I've looked around and found several sites offering benchmarking statistics for mobile platforms and I've been seeing the unit of measure as "kTriangles/s". Originally I misread this, missing the 'k'; ...